mirror of
https://github.com/ZDoom/qzdoom.git
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e1bd63e876
warnings. At first, I was going to try and clean them all up. Then I decided that was a worthless cause and went about just acting on the ones that might actually be helpful: C4189 (local variable is initialized but not referenced) C4702 (unreachable code) C4512 (assignment operator could not be generated) SVN r420 (trunk)
374 lines
11 KiB
C++
374 lines
11 KiB
C++
#include "templates.h"
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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static FRandom pr_imp ("ImpExplode");
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static FRandom pr_impmeatk ("ImpMeAttack");
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static FRandom pr_impmsatk ("ImpMsAttack");
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static FRandom pr_impmsatk2 ("ImpMsAttack2");
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void A_ImpExplode (AActor *);
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void A_ImpMeAttack (AActor *);
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void A_ImpMsAttack (AActor *);
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void A_ImpMsAttack2 (AActor *);
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void A_ImpDeath (AActor *);
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void A_ImpXDeath1 (AActor *);
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void A_ImpXDeath2 (AActor *);
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// Heretic imp (as opposed to the Doom variety) -----------------------------
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class AHereticImp : public AActor
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{
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DECLARE_ACTOR (AHereticImp, AActor)
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};
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FState AHereticImp::States[] =
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{
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#define S_IMP_LOOK 0
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S_NORMAL (IMPX, 'A', 10, A_Look , &States[S_IMP_LOOK+1]),
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S_NORMAL (IMPX, 'B', 10, A_Look , &States[S_IMP_LOOK+2]),
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S_NORMAL (IMPX, 'C', 10, A_Look , &States[S_IMP_LOOK+3]),
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S_NORMAL (IMPX, 'B', 10, A_Look , &States[S_IMP_LOOK+0]),
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#define S_IMP_FLY (S_IMP_LOOK+4)
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S_NORMAL (IMPX, 'A', 3, A_Chase , &States[S_IMP_FLY+1]),
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S_NORMAL (IMPX, 'A', 3, A_Chase , &States[S_IMP_FLY+2]),
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S_NORMAL (IMPX, 'B', 3, A_Chase , &States[S_IMP_FLY+3]),
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S_NORMAL (IMPX, 'B', 3, A_Chase , &States[S_IMP_FLY+4]),
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S_NORMAL (IMPX, 'C', 3, A_Chase , &States[S_IMP_FLY+5]),
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S_NORMAL (IMPX, 'C', 3, A_Chase , &States[S_IMP_FLY+6]),
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S_NORMAL (IMPX, 'B', 3, A_Chase , &States[S_IMP_FLY+7]),
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S_NORMAL (IMPX, 'B', 3, A_Chase , &States[S_IMP_FLY+0]),
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#define S_IMP_MEATK (S_IMP_FLY+8)
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S_NORMAL (IMPX, 'D', 6, A_FaceTarget , &States[S_IMP_MEATK+1]),
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S_NORMAL (IMPX, 'E', 6, A_FaceTarget , &States[S_IMP_MEATK+2]),
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S_NORMAL (IMPX, 'F', 6, A_ImpMeAttack , &States[S_IMP_FLY+0]),
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#define S_IMP_MSATK1 (S_IMP_MEATK+3)
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S_NORMAL (IMPX, 'A', 10, A_FaceTarget , &States[S_IMP_MSATK1+1]),
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S_NORMAL (IMPX, 'B', 6, A_ImpMsAttack , &States[S_IMP_MSATK1+2]),
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S_NORMAL (IMPX, 'C', 6, NULL , &States[S_IMP_MSATK1+3]),
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S_NORMAL (IMPX, 'B', 6, NULL , &States[S_IMP_MSATK1+4]),
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S_NORMAL (IMPX, 'A', 6, NULL , &States[S_IMP_MSATK1+5]),
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S_NORMAL (IMPX, 'B', 6, NULL , &States[S_IMP_MSATK1+2]),
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#define S_IMP_PAIN (S_IMP_MSATK1+6)
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S_NORMAL (IMPX, 'G', 3, NULL , &States[S_IMP_PAIN+1]),
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S_NORMAL (IMPX, 'G', 3, A_Pain , &States[S_IMP_FLY+0]),
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#define S_IMP_DIE (S_IMP_PAIN+2)
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S_NORMAL (IMPX, 'G', 4, A_ImpDeath , &States[S_IMP_DIE+1]),
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S_NORMAL (IMPX, 'H', 5, NULL , &States[S_IMP_DIE+1]),
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#define S_IMP_XDIE (S_IMP_DIE+2)
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S_NORMAL (IMPX, 'S', 5, A_ImpXDeath1 , &States[S_IMP_XDIE+1]),
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S_NORMAL (IMPX, 'T', 5, NULL , &States[S_IMP_XDIE+2]),
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S_NORMAL (IMPX, 'U', 5, NULL , &States[S_IMP_XDIE+3]),
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S_NORMAL (IMPX, 'V', 5, A_ImpXDeath2 , &States[S_IMP_XDIE+4]),
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S_NORMAL (IMPX, 'W', 5, NULL , &States[S_IMP_XDIE+4]),
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#define S_IMP_CRASH (S_IMP_XDIE+5)
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S_NORMAL (IMPX, 'I', 7, A_ImpExplode , &States[S_IMP_CRASH+1]),
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S_NORMAL (IMPX, 'J', 7, A_Scream , &States[S_IMP_CRASH+2]),
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S_NORMAL (IMPX, 'K', 7, NULL , &States[S_IMP_CRASH+3]),
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S_NORMAL (IMPX, 'L', -1, NULL , NULL),
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#define S_IMP_XCRASH (S_IMP_CRASH+4)
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S_NORMAL (IMPX, 'X', 7, NULL , &States[S_IMP_XCRASH+1]),
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S_NORMAL (IMPX, 'Y', 7, NULL , &States[S_IMP_XCRASH+2]),
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S_NORMAL (IMPX, 'Z', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AHereticImp, Heretic, 66, 5)
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PROP_SpawnHealth (40)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (36)
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PROP_Mass (50)
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PROP_SpeedFixed (10)
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PROP_PainChance (200)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_SPAWNFLOAT|MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_Flags3 (MF3_DONTOVERLAP)
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PROP_Flags4 (MF4_MISSILEMORE)
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PROP_SpawnState (S_IMP_LOOK)
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PROP_SeeState (S_IMP_FLY)
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PROP_PainState (S_IMP_PAIN)
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PROP_MeleeState (S_IMP_MEATK)
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PROP_MissileState (S_IMP_MSATK1)
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PROP_CrashState (S_IMP_CRASH)
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PROP_DeathState (S_IMP_DIE)
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PROP_XDeathState (S_IMP_XDIE)
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PROP_SeeSound ("himp/sight")
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PROP_AttackSound ("himp/attack")
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PROP_PainSound ("himp/pain")
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PROP_DeathSound ("himp/death")
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PROP_ActiveSound ("himp/active")
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PROP_Obituary("$OB_HERETICIMP")
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PROP_HitObituary("$OB_HERETICIMPHIT")
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END_DEFAULTS
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// Heretic imp leader -------------------------------------------------------
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class AHereticImpLeader : public AHereticImp
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{
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DECLARE_ACTOR (AHereticImpLeader, AHereticImp)
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};
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FState AHereticImpLeader::States[] =
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{
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#define S_IMP_MSATK2 0
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S_NORMAL (IMPX, 'D', 6, A_FaceTarget , &States[S_IMP_MSATK2+1]),
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S_NORMAL (IMPX, 'E', 6, A_FaceTarget , &States[S_IMP_MSATK2+2]),
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S_NORMAL (IMPX, 'F', 6, A_ImpMsAttack2 , &AHereticImp::States[S_IMP_FLY]),
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};
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IMPLEMENT_ACTOR (AHereticImpLeader, Heretic, 5, 7)
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PROP_SpawnHealth (80)
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PROP_MeleeState (PROP_CLEAR_STATE)
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PROP_MissileState (S_IMP_MSATK2)
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PROP_Flags4Clear(MF4_MISSILEMORE) // The imp leader does have a 'normal' missile range!
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PROP_AttackSound ("himp/leaderattack")
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END_DEFAULTS
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// Heretic imp chunk 1 ------------------------------------------------------
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class AHereticImpChunk1 : public AActor
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{
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DECLARE_ACTOR (AHereticImpChunk1, AActor)
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};
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FState AHereticImpChunk1::States[] =
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{
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S_NORMAL (IMPX, 'M', 5, NULL , &States[1]),
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S_NORMAL (IMPX, 'N', 700, NULL , &States[2]),
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S_NORMAL (IMPX, 'O', 700, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AHereticImpChunk1, Heretic, -1, 0)
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PROP_Mass (5)
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PROP_Radius (4)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Heretic imp chunk 2 ------------------------------------------------------
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class AHereticImpChunk2 : public AActor
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{
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DECLARE_ACTOR (AHereticImpChunk2, AActor)
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};
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FState AHereticImpChunk2::States[] =
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{
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S_NORMAL (IMPX, 'P', 5, NULL , &States[1]),
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S_NORMAL (IMPX, 'Q', 700, NULL , &States[2]),
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S_NORMAL (IMPX, 'R', 700, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AHereticImpChunk2, Heretic, -1, 0)
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PROP_Mass (5)
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PROP_Radius (4)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Heretic imp ball ---------------------------------------------------------
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class AHereticImpBall : public AActor
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{
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DECLARE_ACTOR (AHereticImpBall, AActor)
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};
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FState AHereticImpBall::States[] =
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{
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#define S_IMPFX 0
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S_BRIGHT (FX10, 'A', 6, NULL , &States[S_IMPFX+1]),
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S_BRIGHT (FX10, 'B', 6, NULL , &States[S_IMPFX+2]),
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S_BRIGHT (FX10, 'C', 6, NULL , &States[S_IMPFX+0]),
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#define S_IMPFXI (S_IMPFX+3)
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S_BRIGHT (FX10, 'D', 5, NULL , &States[S_IMPFXI+1]),
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S_BRIGHT (FX10, 'E', 5, NULL , &States[S_IMPFXI+2]),
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S_BRIGHT (FX10, 'F', 5, NULL , &States[S_IMPFXI+3]),
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S_BRIGHT (FX10, 'G', 5, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AHereticImpBall, Heretic, -1, 10)
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PROP_RadiusFixed (8)
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PROP_HeightFixed (8)
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PROP_SpeedFixed (10)
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PROP_Damage (1)
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PROP_Flags (MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_WINDTHRUST|MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_IMPFX)
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PROP_DeathState (S_IMPFXI)
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END_DEFAULTS
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AT_SPEED_SET (HereticImpBall, speed)
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{
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SimpleSpeedSetter (AHereticImpBall, 10*FRACUNIT, 20*FRACUNIT, speed);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpExplode
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//
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//----------------------------------------------------------------------------
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void A_ImpExplode (AActor *self)
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{
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AActor *chunk;
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self->flags &= ~MF_NOGRAVITY;
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chunk = Spawn<AHereticImpChunk1> (self->x, self->y, self->z, ALLOW_REPLACE);
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chunk->momx = pr_imp.Random2 () << 10;
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chunk->momy = pr_imp.Random2 () << 10;
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chunk->momz = 9*FRACUNIT;
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chunk = Spawn<AHereticImpChunk2> (self->x, self->y, self->z, ALLOW_REPLACE);
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chunk->momx = pr_imp.Random2 () << 10;
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chunk->momy = pr_imp.Random2 () << 10;
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chunk->momz = 9*FRACUNIT;
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if (self->special1 == 666)
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{ // Extreme death crash
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self->SetState (&AHereticImp::States[S_IMP_XCRASH]);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpMeAttack
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//
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//----------------------------------------------------------------------------
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void A_ImpMeAttack (AActor *self)
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{
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if (!self->target)
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{
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return;
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}
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S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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if (self->CheckMeleeRange ())
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{
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int damage = 5+(pr_impmeatk()&7);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpMsAttack
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//
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//----------------------------------------------------------------------------
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void A_ImpMsAttack (AActor *self)
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{
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AActor *dest;
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angle_t an;
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int dist;
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if (!self->target || pr_impmsatk() > 64)
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{
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self->SetState (self->SeeState);
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return;
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}
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dest = self->target;
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self->flags |= MF_SKULLFLY;
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S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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A_FaceTarget (self);
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an = self->angle >> ANGLETOFINESHIFT;
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self->momx = FixedMul (12*FRACUNIT, finecosine[an]);
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self->momy = FixedMul (12*FRACUNIT, finesine[an]);
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dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
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dist = dist/(12*FRACUNIT);
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if (dist < 1)
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{
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dist = 1;
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}
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self->momz = (dest->z + (dest->height>>1) - self->z)/dist;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpMsAttack2
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//
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// Fireball attack of the imp leader.
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//
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//----------------------------------------------------------------------------
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void A_ImpMsAttack2 (AActor *self)
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{
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if (!self->target)
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{
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return;
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}
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S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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if (self->CheckMeleeRange ())
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{
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int damage = 5+(pr_impmsatk2()&7);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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return;
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}
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P_SpawnMissile (self, self->target, RUNTIME_CLASS(AHereticImpBall));
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpDeath
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//
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//----------------------------------------------------------------------------
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void A_ImpDeath (AActor *self)
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{
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self->flags &= ~MF_SOLID;
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self->flags2 |= MF2_FLOORCLIP;
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if (self->z <= self->floorz)
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{
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//self->SetState (&AHereticImp::States[S_IMP_CRASH]);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpXDeath1
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//
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//----------------------------------------------------------------------------
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void A_ImpXDeath1 (AActor *self)
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{
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self->flags &= ~MF_SOLID;
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self->flags |= MF_NOGRAVITY;
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self->flags2 |= MF2_FLOORCLIP;
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self->special1 = 666; // Flag the crash routine
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpXDeath2
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//
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//----------------------------------------------------------------------------
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void A_ImpXDeath2 (AActor *self)
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{
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self->flags &= ~MF_NOGRAVITY;
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if (self->z <= self->floorz)
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{
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self->SetState (&AHereticImp::States[S_IMP_CRASH]);
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}
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}
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